Rules Hub
Plain-English pickleball rules, based on the official USA Pickleball rulebook.
Basic Rules
The core shape of a pickleball game, in plain English.
A standard game is played to 11 points, but you must win by at least 2. So if the score reaches 10-10, play continues until one side is 2 points ahead (11-9, 12-10, 13-11, and so on). Only the team that is currently serving can add to their score β winning a rally while receiving just earns you the serve, not a point. Matches are usually best two games out of three.
Common mistakes
- β οΈAssuming either side can score on any rally β only the server's side scores.
- β οΈStopping at 11 points when the game is actually tied or only ahead by 1.
Related rules
After the serve, the receiving team must let the ball bounce before returning it. Then the serving team must also let that return bounce before hitting it back. Only after both of these bounces have happened can either side start volleying the ball (hitting it out of the air). This is the single rule that shapes almost all pickleball strategy β it's why rallies often start with a soft, patient exchange rather than both teams crashing the net immediately.
Common mistakes
- β οΈVolleying the serve return before it has bounced on your side.
- β οΈRacing to the net right after serving, before the double bounce sequence is finished.
Example scenario
Situation: Player A serves. Player B's partner, standing at the net, hits the serve out of the air.
What happened: The serve was volleyed before it bounced on the receiving side.
Ruling: Fault against the receiving team β the serving team wins the rally.
Why: The double bounce rule requires the serve to bounce before it can be volleyed, no exceptions.
Related rules
The court is 20 feet wide and 44 feet long, split by a net into two 22-foot halves. Each half has a 7-foot non-volley zone (the kitchen) next to the net, and the remaining area behind it is divided into a right/even and left/odd service court by a centerline. The net is 36 inches high at the sidelines and 34 inches in the middle.
Related rules
A point starts with a serve. The receiver lets it bounce and returns it. The server's side lets that return bounce and hits it back. From that moment on, either side may volley or let the ball bounce again β the double bounce requirement is satisfied. The rally continues until the ball goes out of bounds, is hit into the net, bounces twice on one side, or some other fault occurs.
Related rules
Serving Rules
How a legal serve works, in singles and doubles.
A legal serve is struck with an underhand motion β the paddle head must not be above the wrist at contact, and the ball must be struck below the navel. You can serve with a volley motion (hitting the ball out of the air) or use a "drop serve," where you drop the ball yourself and hit it after it bounces. With a drop serve, there's no restriction on how you drop the ball β you can even bounce it off the paddle first.
Common mistakes
- β οΈUsing a tennis-style overhand serve, which is never legal in pickleball.
- β οΈContacting the ball above waist height on a traditional (non-drop) serve.
Related rules
Since the 2021 rule update, players have two ways to serve: a traditional volley serve (struck out of the air with an underhand motion and contact below the waist) or a drop serve. For a drop serve, you simply drop or release the ball from any height and let it bounce, then hit it β there's no waist-height or paddle-angle restriction on a drop serve, and you're even allowed to toss it with a bit of backspin or bounce it off your paddle face first before hitting it. It's the easiest legal serve for beginners to learn.
Related rules
Just like tennis, a pickleball serve always travels diagonally across the court into the opposite service court β never straight ahead. The serve must clear the non-volley zone entirely and land in bounds within the diagonal service box, beyond the kitchen line.
Example scenario
Situation: The server, standing in the right/even court, serves the ball and it lands in the receiver's right/even court (straight across, not diagonal).
What happened: The serve landed in the wrong box.
Ruling: Fault β the server loses their serve turn (or a point, if it was the receiving team's fault to worry about, but here it's the server's fault).
Why: Serves must always travel diagonally into the crosscourt service box, not straight across.
Related rules
The server's own score (not the total, and not the opponent's score) decides which side they serve from: even score, serve from the right/even court; odd score, serve from the left/odd court. Both feet must be behind the baseline and within the imaginary extension of the sideline and centerline at the moment of contact β you can't step on or over the baseline until after you've hit the ball.
Common mistakes
- β οΈFoot-faulting by stepping on or over the baseline before contact.
- β οΈServing from the wrong side after forgetting whether the score is even or odd.
Related rules
Each server gets a single attempt to put the ball in play. If it's a fault β into the net, out of bounds, into the kitchen, or an illegal motion β the serve immediately passes according to the normal side-out / server-change rules. There's no "first serve, second serve" like tennis.
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Scoring
How points, side outs, and server rotation actually work.
This is the single most important scoring concept in pickleball. If the receiving team wins a rally, nothing is added to the score β they simply earn the right to serve next (a "side out"). Points only go on the board for the team that is currently serving when they win a rally.
Example scenario
Situation: Score is 4-6. The team at 6 is receiving. They win the rally.
What happened: The receiving team won the point, but they weren't serving.
Ruling: No point is scored. The team at 6 now becomes the serving team, and play continues at 4-6 (or 6-4, depending on whose serve it now is).
Why: Only the serving side can add to the score β winning a rally on defense just changes who serves next.
Related rules
Before every serve in doubles, the score is announced as three numbers β for example "4-6-2." The first number is the serving team's score, the second is the receiving team's score, and the third is which server on the serving team is up (1 or 2). Singles only uses two numbers, since there's no server-number concept β just server's score, then opponent's score.
Related rules
In doubles, both players on a team get a chance to serve before the serve passes to the other team. The first player to serve in that team's turn is "Server 1"; if they fault, their partner becomes "Server 2" and serves next from their own side, without any points changing hands. Only when Server 2 also faults does a side out occur and the serve passes to the opposing team. Whoever is standing in the right/even court at the moment their team gains the serve becomes Server 1 for that turn β server numbers are about serve order, not a fixed "server 1 player" for the whole game.
Related rules
To offset the natural advantage of serving first, the team that serves first in a game only gets one turn of serve before a side out β they skip the usual "two servers" allowance. This is why the game starts at a score of "0-0-2": the "2" signals that this first service turn is being treated like a team's second (and final) server, so a single fault immediately hands the serve to the other team.
Example scenario
Situation: It's the very first serve of the game, score 0-0-2. The serving team faults on that first serve.
What happened: The team that served first lost the rally on their only serve attempt.
Ruling: Immediate side out β the serve passes to the other team, no second server for the starting team.
Why: The first-server exception only gives the starting team one server, to balance the advantage of serving first.
Related rules
A side out happens when the serving team has used up its server turns (both Server 1 and Server 2 in doubles, or the single server in singles / the first-server exception) without scoring further. The serve β and the chance to score β passes to the other team. No points are awarded on a side out itself; it just changes who's serving.
Related rules
Imagine Team A serves first. Score starts 0-0-2 (first-server exception). Team A wins the rally: score is now 1-0-2, same player keeps serving. Team A faults on the next serve: side out β serve passes to Team B. Team B's turn starts fresh at server 1: score is called 0-1-1 (Team B's score first since they're now serving). If Team B's first server faults, their partner becomes server 2 β score stays 0-1-2, no side out yet. If server 2 also faults, it's a side out back to Team A, and Team A resumes at server 1.
Related rules
In singles there's only one server per side, so there's no first-server exception and no "server 1 / server 2" β every lost rally while serving is an immediate side out. Score is called as two numbers: server's score, then receiver's score. Your serving position (right or left court) is always determined by your own score: even, serve from the right; odd, serve from the left.
Related rules
When the serve changes teams, nothing about the score resets β the game simply continues. The new serving team's players keep whatever court positions they were last standing in (from the last time they served), and whoever is in the right/even court becomes Server 1 for that turn. This is why keeping track of your side of the court matters even while you're receiving.
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Doubles Rules
The extra mechanics that only apply with four players on court.
In doubles, a team keeps serving β alternating between its two players β until both have faulted in that turn (or, on the very first service turn of the game, until the single starting server faults). Partners don't get to choose serve order freely mid-game: it's determined by whoever is standing in the right-hand court when the team gains the serve.
Related rules
When the serving team wins a rally, the two partners swap sides with each other (right becomes left, and vice versa), which keeps the correct player lined up with the correct side for the new score's parity. When a team is receiving, or when a serve turn simply passes from one partner to the other without scoring, positions don't change β players stay right where they were standing.
Related rules
A serve is hit diagonally into a specific service box, so only the player standing in that box is the legal receiver. Their partner cannot step over and return the serve instead β if they do, it's treated as if the serve wasn't returned properly, and the point goes to the serving team.
Related rules
Since two players share one half of the court in doubles, clear verbal communication (who's taking the shot, whether a ball is in or out) is essential β it's not a formal rule with a penalty, but it's the single biggest difference in how doubles is played compared to singles, and it dramatically cuts down on avoidable errors and mid-court collisions.
Related rules
There's no rule restricting where the non-serving partner stands during a serve β they commonly stand just behind the non-volley zone line, ready to move in, while their partner serves from the baseline. Just like the server, though, they still can't be standing inside or touching the kitchen when the ball is served or during any volley.
Related rules
Singles Rules
What's different when it's just you versus one opponent.
Since there's only one player per side, your serving position is simply tied to your own score: even score, serve from the right/even court; odd score, serve from the left/odd court. There's no server-number concept to track, which makes singles scoring noticeably simpler than doubles.
Related rules
Because there's only one server per team in singles, there's no first-server exception to worry about and no partner to fall back on. Lose the rally on your serve, and it's an immediate side out to your opponent, every time.
Related rules
Singles uses the exact same court dimensions as doubles, including the full 20-foot width. With only one player per side, singles tends to reward strong groundstrokes, court coverage, and stamina more than the soft-game dinking battles that dominate doubles.
Related rules
Kitchen (Non-Volley Zone)
The 7-foot zone by the net where volleys aren't allowed.
A volley is simply striking the ball before it touches the ground. The kitchen (non-volley zone) rule only restricts volleys β you're free to enter the kitchen at any time to hit a ball that has already bounced (a groundstroke), including dinks that land inside it.
Related rules
There's a common myth that pickleball players can never step into the kitchen. In reality, you can walk, stand, or play a shot from inside the kitchen at any time β the only restriction is that you cannot volley the ball while any part of you is touching the non-volley zone or its line. Once the ball has bounced, the kitchen is just normal court.
Common mistakes
- β οΈBelieving the kitchen is completely off-limits at all times.
- β οΈAvoiding the kitchen entirely even when it would be the smart, legal shot to take after a bounce.
Related rules
As long as the ball has bounced, there is no restriction on hitting it from inside the non-volley zone. This is what makes the classic pickleball "dink" rally possible β players routinely stand at or near the kitchen line and hit soft groundstrokes to each other from just inside the zone.
Related rules
This is the single most misunderstood kitchen rule. If you volley the ball while standing outside the non-volley zone, but your own momentum then causes you, your paddle, your clothing, or anything you're carrying to touch the kitchen or its line before you've fully regained a stable position outside it, that's a fault. It doesn't matter that you were legally outside the kitchen at the moment of contact β what happens right after the shot still counts.
Common mistakes
- β οΈVolleying aggressively from just behind the line and stepping through into the kitchen afterward.
- β οΈAssuming the fault only applies to your feet, not your paddle or hat brushing the line.
Example scenario
Situation: A player volleys a hard ball while both feet are behind the kitchen line, then their momentum carries them one step forward, and their foot lands on the line.
What happened: The player's foot touched the non-volley zone line immediately after volleying.
Ruling: Fault against the volleying player's team.
Why: Momentum from a volley carrying any part of you into the kitchen β even after contact β is treated the same as volleying from inside it.
Related rules
You're allowed to jump up from behind the non-volley zone line, volley the ball at the top of your jump, and land β but you must land completely outside the kitchen. If either foot touches the kitchen or the line when you come down, it's a fault, even though you were airborne and "legal" at the moment you actually struck the ball.
Example scenario
Situation: A player jumps from outside the kitchen, volleys the ball while airborne, and lands with one foot on the kitchen line.
What happened: The player's landing foot touched the non-volley zone line.
Ruling: Fault against the volleying player's team.
Why: Both the takeoff and the landing must be fully outside the non-volley zone for a jump volley to be legal.
Related rules
There's nothing illegal about jumping to hit a volley β plenty of competitive players do it. The only requirement is that you leave the ground from outside the non-volley zone and return to the ground outside it as well. It's the landing spot, not the jump itself, that most often causes a fault.
Related rules
The line marking the non-volley zone is considered part of the non-volley zone. So touching the line with your foot, paddle, or anything else while volleying is exactly the same fault as standing fully inside the kitchen β there's no partial credit for "just touching the line."
Related rules
A few myths trip up almost every new player: (1) You are allowed to stand in the kitchen all day, as long as you don't volley from there. (2) It's not just about your feet β if your paddle touches the kitchen surface or line during or immediately after a volley (for example, following through low), that's still a fault. (3) A ball you hit that bounces in the kitchen and then goes out is a completely normal, legal shot β the kitchen is playable court once the ball has bounced.
Common mistakes
- β οΈThinking only footwork matters and ignoring paddle-head or follow-through contact with the kitchen.
- β οΈPanicking and calling a fault any time a player is simply standing near the kitchen line.
Related rules
Faults
Every way a rally can immediately end against you.
The double bounce rule means the serve and the return of serve must each bounce once before anyone can volley. Hitting either of those shots out of the air is an automatic fault against whoever volleyed it.
Related rules
If any part of a player β feet, paddle, clothing β is touching the non-volley zone or its boundary line at the moment they volley the ball, that's a fault, regardless of where the ball ends up.
Related rules
If you hit the ball and it lands outside the boundary lines on the other side of the court (long, wide, or into the net), that's a fault charged to you or your team. This includes hitting the ball into the net without it crossing over.
Related rules
Once the ball has crossed to your side, you must hit it before it touches the ground a second time. A double bounce on your own side ends the rally in the other team's favor, whether you were slow to react or simply misjudged the ball.
Related rules
The ball has to be hit with a single, clean stroke of the paddle. Scooping, carrying, or "slinging" the ball off the paddle face (rather than striking it) is a fault, and so is a player's paddle or body touching the ball twice on the same shot attempt.
A player (or their paddle or clothing) touching the net or the net post during a rally is a fault. You also can't reach over the net to hit the ball while it's still on your opponent's side β your paddle may only cross the net plane after contact, as a natural follow-through, and only if the ball itself was struck on your own side.
At the moment the server strikes the ball, both feet must be behind the baseline and within the imaginary extensions of the centerline and sideline for that service box. Landing over the line, or having a foot drift outside the box, before you make contact is a foot fault.
Related rules
A serve is a fault if it doesn't clear the net and land in the correct diagonal service court beyond the kitchen line, or if the serving motion itself is illegal (overhand contact, contact above the waist on a non-drop serve, and so on). Any of these immediately end the serve turn.
Related rules
Lets & Dead Balls
What happens when a serve clips the net or play gets interrupted.
This trips up a lot of players who learned pickleball (or came from tennis) before 2021: the old "let serve" rule, where a net-clipping serve was replayed, has been removed. Today, if a serve touches the net and still lands in the correct diagonal service court, it's simply a good, legal serve β play continues exactly as normal. If it clips the net and lands out, or in the wrong box, it's just an ordinary fault.
Common mistakes
- β οΈStopping play and calling "let" on a serve that clipped the net and landed in β that serve is live.
Example scenario
Situation: A serve clips the top of the net and drops into the correct service box.
What happened: The serve touched the net on its way over.
Ruling: The serve is good. Play continues as normal, with no replay.
Why: The let-serve rule was eliminated from the official rules in 2021 β net-clipping serves that land in are simply live.
Related rules
A "dead ball" situation stops the rally and replays it from the previous score, with no point or side out awarded. This happens for things like a ball rolling onto the court from a neighboring game, a paddle breaking mid-swing, or an official stopping play to correct an error. It's different from a let-serve β a dead ball can happen at any point in a rally, not just on the serve.
Related rules
If a ball, person, or other object from outside the court interferes with a rally in progress, either player may (and should) call it immediately. The rally is stopped and replayed β this is treated as a dead ball, not a fault against either side.
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Line Calls
Who makes the call, and what counts as in or out.
A ball is only "out" if it lands completely outside the line β no part of it touching the line at all. Even the thinnest sliver of the ball catching the edge of the line counts as in. This is the same standard used in tennis.
Related rules
Without a referee, players are responsible for calling shots that land on their own side of the court β you call your own side out or in, not your opponent's. If you can't clearly see that a ball landed out, it must be called in; the benefit of the doubt always goes to the team that hit the shot.
Related rules
Any doubt about a line call should be resolved in favor of the team that hit the ball. Confidently calling a ball "out" requires that you clearly saw space between the ball and the line β a guess or a half-second glance isn't enough.
Related rules
Just like any other shot, the serve is called by the side it lands on β meaning the receiving team calls whether the serve was good. If they don't make a call and play continues, the serve is treated as having been good.
Related rules
Time-outs
How many you get and how long they last.
In a standard game to 11, each team is allowed two timeouts of up to one minute each. Either player on a team can call one. In games played to 15 or 21 (common in tournament formats), an extra timeout is often added β check the event's specific format if you're playing competitively.
Related rules
An injury timeout is called for a genuine medical issue and is tracked separately from the standard timeout count. It's not meant to be used for a strategic breather, and event officials (in sanctioned play) can intervene if it's being used that way.
Related rules
In a multi-game match, there's a brief allowed break (commonly around a minute or two) between games, in addition to whatever timeouts each team used during a game. This isn't a timeout itself β it's just built into the match format.
Equipment
Paddles, balls, and what you're allowed to play in.
Paddles have maximum combined length-plus-width limits and surface-texture rules (no sandpaper-like grit that would grab the ball for extra spin). For casual, recreational play, almost any pickleball paddle sold today is fine. For sanctioned tournaments, the paddle needs to be on the official approved equipment list.
Related rules
Pickleball balls are perforated plastic, but indoor and outdoor versions differ: outdoor balls are slightly heavier and stiffer with more, smaller holes to handle wind and rougher outdoor courts, while indoor balls are lighter with fewer, larger holes since there's no wind to fight. Using the wrong ball for the surface makes for a noticeably worse game β outdoor balls on an indoor court often feel too fast and bouncy.
Related rules
Pickleball involves a lot of quick lateral movement, so proper court shoes (tennis or pickleball-specific shoes with good lateral support) are strongly recommended over running shoes, which are built for forward motion and offer less side-to-side stability. Indoor facilities typically require non-marking soles to protect the court surface.
Recreational play has no formal clothing requirements beyond common sense and facility rules. Sanctioned tournaments sometimes have specific apparel guidelines (for example, shirts must be worn, certain logos or colors may be restricted at some events) β check the specific tournament's rules if you're competing.
Common Beginner Mistakes
The mistakes almost everyone makes in their first few games.
It's instinctive to want to close in on the net, but doing so right after serving (or receiving) before the double bounce sequence has completed almost always leads to an accidental volley fault. Stay back until both bounces have happened, then advance.
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Even experienced players get called for this. Hitting a firm volley right at the kitchen line and letting your own momentum carry a foot forward onto the line is extremely common. The fix is simple but takes practice: brace your weight and take a small step back or plant firmly, rather than stepping through your volleys.
Related rules
A low, soft dink sitting near the kitchen line looks temptingly easy to smash, but the low height and short distance make it one of the highest-error shots to attack. Most points at the kitchen line are actually won by patience β resetting the ball softly until a genuinely attackable, higher ball appears.
That middle stretch of court (sometimes called "no man's land" or the transition zone) leaves you unable to easily reach balls at your feet or overheads above you. New players often get stuck there after a weak approach shot. The general rule of thumb: get all the way up to the kitchen line, or stay back at the baseline β avoid lingering in between.
Many new players drift forward into their serve and land on or over the baseline without realizing it. It's worth having a partner or observer check your serving foot position occasionally, since it's a hard thing to notice about your own motion.
Related rules
It's easy to forget, but calling the score out loud before each serve β including the server number in doubles β keeps everyone honest and avoids disputes later in the game. Waiting until there's a disagreement to start calling the score is a common beginner habit worth breaking early.
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At the kitchen line, fast exchanges leave almost no time to react if your paddle is hanging down at your side. Keeping the paddle up, out in front, roughly chest height, is a small habit that makes a big difference in reaction speed during quick volley exchanges.
Tournament Rules
How organized, sanctioned play differs from a casual match.
Recreational play is usually games to 11, win by 2, best two-out-of-three games per match. Many tournaments use this same format, though some formats use a single game to 15 or 21 (still win by 2) instead of a best-of-three series β always check the specific event's format sheet, since it varies by tournament.
Related rules
Sanctioned tournaments typically use a skill-rating system (often on a scale from around 2.5 to 5.0+) to group players into fair divisions, and frequently offer separate age-based brackets as well. Players self-rate or use an official rating from a sanctioning body, and events may adjust a division if it turns out to be mismatched.
Sanctioned tournaments operate under a formal code of conduct covering things like unsportsmanlike behavior, disputing calls appropriately, and equipment abuse. Referees or officials (when present) can issue verbal warnings, technical fouls, or in serious cases, disqualification.
Casual and even many tournament matches are self-officiated by the players, just like most recreational play. At higher-level or medal-round matches, however, an official referee (sometimes with line judges) may call the lines and manage the match, and players can appeal certain calls according to that event's specific rules.
Frequently Asked Questions
Quick answers to the questions new players ask most.
Not on the same side without ending the rally. Each side gets exactly one bounce before they must return the ball β if it bounces twice before you hit it, that's a fault against you.
Yes β you can stand in or walk through the non-volley zone any time. You just can't volley the ball (hit it before it bounces) while touching the zone or its line.
Yes. As long as the ball doesn't touch you or go out of bounds, you can legally hit it around the outside of the net post, even below the height of the net, as long as it lands in the correct court.
Yes, and it's a completely normal, live serve as long as it still lands in the correct diagonal service box. The old rule that replayed a net-clipping serve was removed in 2021.
Only once you've regained a stable, balanced position β you can't let your volley's momentum carry you into the kitchen immediately afterward. If your foot lands in the zone as a direct result of the volley motion, it's still a fault.
Yes. Every serve β whether a traditional volley serve or a drop serve β must use an underhand motion, with the paddle head not above the wrist at contact on a volley serve.
A drop serve is where you simply drop or release the ball and let it bounce before hitting it, instead of striking it out of the air. There's no waist-height restriction on a drop serve, which makes it popular with beginners.
Yes β the serve is the first of the two required bounces. The receiver must let the serve bounce before returning it, and then the server's side must let that return bounce too, before anyone can volley.
No. Only the serving side scores points, ever. If the receiving side wins a rally, they simply earn the serve β no point is added for them.
In doubles, the third number is the server number (1 or 2), telling you which player on the serving team is currently serving. Singles only uses two numbers since there's no server-number concept.
Because the team that serves first only gets one server turn (not the usual two), to balance out the advantage of serving first. That single turn is treated like a team's "second server" for scoring purposes.
No β the let-serve rule was removed from the official rules in 2021. A serve that clips the net and lands in the correct box is simply a good, live serve now.
It's a fault against you or your team β the rally ends immediately in the other side's favor, either as a point (if they were serving) or a side out (if they were receiving).
That's a fault, even if the ball itself was already past the net or out of play. Any part of you, your paddle, or your clothing touching the net or net post during a live rally ends the point against you.
No β carrying, scooping, or "catching and throwing" the ball with your paddle is a fault. The ball must be struck with a single clean stroke.
Yes, as long as you take off from outside the non-volley zone and land back outside it too. Landing inside the kitchen (even on the line) after a jump volley is a fault.
No. Only the player standing in the service box the serve is directed to may return it β their partner can't step over and take it instead.
Stepping on or over the baseline, or having a foot outside the imaginary extension of the sideline/centerline for your service box, at the moment you contact the ball on a serve.
No β singles uses the exact same 20-by-44-foot court as doubles, including the full width. Only the serving and scoring mechanics differ.
Standard play typically allows two 1-minute timeouts per team per game, with an injury timeout tracked separately and not counted against that allowance.
For casual, recreational games, no β almost any pickleball paddle works fine. For sanctioned tournament play, your paddle needs to appear on the official approved equipment list.
Outdoor balls are a bit heavier and stiffer with more, smaller holes to handle wind; indoor balls are lighter with fewer, larger holes since there's no wind to fight indoors.
In. A ball is only out if it lands completely clear of every boundary line β any contact with the line at all counts as in.
In self-officiated play, each team calls the lines on their own side of the court. If there's genuine doubt about whether a ball was in or out, the call goes in favor of the team that hit it.
Yes β the kitchen is completely normal, playable court once the ball has bounced. There's nothing illegal about a shot landing inside the non-volley zone.
Yes, there's no rule requiring you to hit a particular side β you're free to move however you like to get to the ball, as long as you don't violate positioning rules like the non-volley zone.
That's a fault. A single stroke should only make one clean contact with the ball β an accidental double-tap during the same swing ends the rally against you.
Yes β every serve must be hit crosscourt into the diagonally opposite service box, clearing the non-volley zone entirely. A serve hit straight ahead is a fault.
Yes, both feet must be behind the baseline (and within the box's side boundaries) at the moment of contact. You can move forward immediately after you strike the ball.
It's common courtesy to let a clearly out serve go and make the call rather than returning it, but there's no rule against returning it β if you play it, the point simply continues as normal.
In casual play there's generally no strict formal limit, but in sanctioned events, officials can step in if an injury timeout appears to be used as a strategic delay rather than a genuine medical need.
In a single game to 11, teams typically switch sides once, when the leading team reaches 6 points, though this can vary by event β in a multi-game match, teams usually switch sides between games entirely.
A dink isn't a formal rule term β it's just the common name for a soft, arcing shot hit from near the kitchen line that's meant to land softly in the opponent's kitchen, keeping the ball low and hard to attack.